;
;   CIVILIZATION GAME DATA - COLONIES Scenario v1.1
;   Copyright (c) 1995 by MicroProse Software
;   (Modifications by John Ellis - 1997)
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
12      ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
99      ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
10      ; Fundamentalism loses this % of science
60      ; Percent shield penalty for production type change
15      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Aztec Culture,      1, 2,  Stl, nil, 0, 2    ; AFl
Alphabet,           2, 1,  nil, nil, 0, 3    ; Alp
Steam Warships,     6,-2,  SE,  Ato, 2, 0    ; Amp
Astronomy,          2, 1,  Mys, Mat, 1, 3    ; Ast
Naval Architecture, 6,-1,  U3,  Env, 1, 0    ; Ato
Modern Clothes,     1, 2,  no,  no,  0, 2    ; Aut
Banking,            4, 1,  Tra, Mat, 1, 1    ; Ban
Bridge Building,    3, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     2,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  3, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          2,-1,  Uni, Med, 1, 3    ; Che
Horse Breeding,     6,-2,  nil, nil, 1, 0    ; Chi
Code of Laws,       3, 1,  Alp, nil, 0, 2    ; CoL
Colonisation,       1,-2,  Stl, nil, 1, 0    ; CA
Combustion,         3,-1,  Ref, Gun, 2, 4    ; Cmb
Inca Culture,       1, 2,  Stl, nil, 0, 2    ; Cmn
Pike Tactics,       1,-2,  Feu, Inv, 1, 4    ; Cmp
Breechloading Rifle,6,-2,  Exp, Ind, 2, 0    ; Csc
Construction,       3, 0,  Mas, Cur, 0, 4    ; Cst
Joint Stock Company,4, 0,  Nav, Eco, 1, 1    ; Cor
Currency,           2, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          2, 1,  Csc, Ind, 0, 2    ; Dem
Economics,          2, 1,  Uni, Ban, 1, 1    ; Eco
Electricity,        2, 2,  Met, Mag, 2, 4    ; E1
Euro Architecture,  1, 2,  nil, Stl, 1, 2    ; E2
Engineering,        2, 0,  Bri, Mat, 1, 4    ; Eng
Artillery,          6,-2,  Gun, Met, 1, 0    ; Env
Firearms,           7,-2,  Gun, Inv, 1, 0    ; Esp
Explosives,         3, 0,  Env, Cmb, 2, 4    ; Exp
Feudalism,          1,-2,  Plu, Mon, 0, 0    ; Feu
French Culture,     1, 2,  Stl, nil, 0, 2    ; Fli
Spanish Flintlock,  6,-2,  Ldr, SFl, 1, 0    ; Fun
Conquistadores,     1,-2,  Plu, SFl, 1, 0    ; FP
Spare,              1,-2,  no,  no,  1, 0    ; Gen
French Flintlock,   6,-2,  Ldr, Fli, 1, 0    ; Gue
Gunpowder,          1,-2,  Tra, Che, 0, 0    ; Gun
Horseback Riding,   5,-1,  Chi, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Pla, 2, 1    ; Ind
Invention,          1, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       6,-1,  Bro, War, 0, 4    ; Iro
Indian Dress,       1, 2,  nil, Stl, 0, 2    ; Lab
French Horse Co.,   6,-2,  Plu, Fli, 1, 0    ; Las
Bayonet,            8,-2,  Cmp, Esp, 1, 0    ; Ldr
Literacy,           3, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      3,-2,  Stl, Sup, 2, 4    ; Too
Magnetism,          2, 1,  Phy, Iro, 1, 3    ; Mag
Map Making,         1, 1,  Alp, nil, 0, 1    ; Map
Masonry,            1, 1,  nil, nil, 0, 4    ; Mas
Conscription,       6,-2,  Gue, Fli, 1, 0    ; MP
Mathematics,        2, 0,  Alp, Mas, 0, 3    ; Mat
Medicine,           2, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         4, 1,  Inv, Mag, 1, 4    ; Met
English Flintlock,  7,-2,  Ldr, Sth, 1, 0    ; Min
English Horse Co.,  5,-2,  Plu, Sth, 1, 0    ; Mob
Monarchy,           2, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         2, 1,  Plu, PT,  1, 2    ; MT
Mysticism,          2, 2,  Cer, nil, 0, 2    ; Mys
Navigation,         3, 0,  Sea, Ast, 1, 1    ; Nav
Bounty System,      6,-2,  Min, Sth, 1, 0    ; NF
Indian Warfare,     8,-2,  U1,  Rob, 0, 0    ; NP
Philosophy,         2, 2,  Mys, Lit, 1, 2    ; Phi
Physics,            3, 0,  Nav, Lit, 1, 3    ; Phy
Radicalism,         3, 1,  Cor, The, 1, 2    ; Pla
Stirrups,           1,-1,  Hor, Iro, 0, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            2, 1,  nil, nil, 0, 1    ; Pot
Indian Cavalry,     8,-2,  Hor, Rob, 0, 0    ; Rad
Railway,            4, 0,  SE,  U2,  2, 1    ; RR
Diplomacy,          1, 1,  nil, Stl, 1, 3    ; Rec
Refining,           3, 0,  Che, Phy, 2, 4    ; Ref
Spirit World,       1, 2,  nil, Stl, 0, 2    ; Rfg
The Republic,       4, 1,  Pla, Uni, 1, 2    ; Rep
Indian Culture,     1, 2,  Stl, nil, 0, 2    ; Rob
Happy Hunting Ground,1, 2, nil, Stl, 0, 2    ; Roc
Sanitation,         2, 2,  Med, Eng, 2, 1    ; San
Seafaring,          2, 1,  Map, Pot, 0, 1    ; Sea
Spanish Culture,    1, 2,  Stl, nil, 0, 2    ; SFl
English Culture,    1, 2,  nil, Stl, 0, 2    ; Sth
Steam Engine,       4,-1,  Sup, Inv, 2, 3    ; SE
Don't research this,6,-1,  Ind, E1,  3, 4    ; Stl
Mechanics,          3, 1,  Eng, U2,  1, 4    ; Sup
Aztec Armour,       7,-2,  AFl, Iro, 0, 0    ; Tac
Theology,           2, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  2, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              2, 2,  Cur, CoL, 0, 1    ; Tra
University,         1, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       2,-1,  nil, nil, 0, 0    ; War
The Wheel,          2,-1,  Hor, nil, 0, 4    ; Whe
Writing,            2, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Archery,            8,-1,  Iro, Rob, 0, 0    ; U1
Iron Foundry,       5, 2,  Cmb, Met, 2, 4    ; U2
Naval Gunnery,      7,-2,  Gun, Nav, 1, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    no,
Granary,                  6,  1,    Pot,
Chapel,                   4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Law Court,                8,  1,    CoL,
City Walls,               30, 0,    no,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no,
Church,                   8,  4,    Cst,
Factory,                  20, 4,    no,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    Cor,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    Gun,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Sea,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Prison,                   6,  2,    Feu,
Port Facility,            5,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no,
Hanging Gardens,          20, 0,    no,
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Oracle,                   30, 0,    no,
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    no,
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
Michelangelo's Chapel,    40, 0,    no,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    30, 0,    no,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,    no,
Isaac Newton's College,   40, 0,    no,
Adam Smith's Trading Co., 40, 0,    no,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
War,        ; Pyramids
War,        ; Hanging Gardens
War,        ; Colossus
War,        ; Lighthouse
War,        ; Great Library
War,        ; Oracle
War,        ; Great Wall
War,        ; Sun Tzu's War Academy
War,        ; King Richard's Crusade
War,        ; Marco Polo's Embassy
War,        ; Magellan
War,        ; Michelangelo
War,        ; Copernicus
War,        ; Shakespeare
War,        ; Da Vinci's Workshop
War,        ; Bach
War,        ; Newton
War,        ; Smith's Trading Co.
War,        ; Darwin
War,        ; Statue of Liberty
War,        ; Eiffel Tower
War,        ; Hoover Dam
War,        ; Womens' Suffrage
War,        ; Manhattan Project
War,        ; United Nations
War,        ; Apollo
War,        ; SETI
War,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Colonists,     nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  5, CA,  000000000000010
Native Farmers, Aut, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, Stl, 000001000000010
Village Warriors, Aut, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, War, 000001000000110
Slingers,      Aut, 0,  2.,0,  2a,2d,  1h,1f,  4,0,  1, AFl, 000001000000010
Longbowmen,    nil, 0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, Sth, 000010000000010
Club-Swordmen, Aut, 0,  2.,0,  4a,2d,  1h,1f,  6,0,  0, AFl, 000000000000010
Spearmen,      nil, 0,  2.,0,  2a,3d,  1h,1f,  2,0,  1, Feu, 000010000000010
Fr. Musketeers,MP,  0,  2.,0,  4a,3d,  2h,2f,  3,0,  1, Gue, 000000000000110
East Indiaman, nil, 2, 10.,0,  3a,4d,  2h,1f,  5,8,  4, Ato, 000000000000010
Fr. Grenadiers,MP,  0,  2.,0,  6a,3d,  2h,2f,  5,0,  0, Gue, 000000000000110
Sp. Musketeers,Csc, 0,  2.,0,  3a,3d,  2h,2f,  3,0,  1, Fun, 000000000000110
Sp. Grenadiers,Csc, 0,  2.,0,  5a,3d,  2h,2f,  5,0,  0, Fun, 000000000000110
Eng Musketeers,NF,  0,  2.,0,  4a,4d,  2h,2f,  4,0,  1, Min, 000000000000110
Eng Grenadiers,NF,  0,  2.,0,  6a,4d,  2h,2f,  6,0,  0, Min, 000000000000110
Eng Line Inf., Csc, 0,  2.,0,  6a,5d,  2h,2f,  4,0,  1, NF,  000010000000110
Men-at-Arms,   nil, 0,  3.,0,  6a,3d,  1h,1f,  8,0,  0, Plu, 000000000000010
Horse Troopers, Min, 0,  4.,0,  5a,2d,  2h,2f,  8,0,  0, Mob, 000000000000010
Mounted Braves, Aut, 0,  5.,0,  7a,2d,  1h,2f,  6,0,  0, Rad, 000000000000010
Musq. a Cheval, Gue, 0,  4.,0,  5a,3d,  2h,2f,  8,0,  0, Las, 000000000000010
East Indiaman, nil, 2, 10.,0,  3a,4d,  2h,1f,  5,8,  4, Ato, 000000000000010
Raiding Party, NP,  0,  2.,0,  4a,1d,  1h,1f,  2,0,  0, Rob, 000001000000110
War Band,      Feu, 0,  2.,0,  5a,2d,  1h,2f,  4,0,  0, NP,  000001000000010
Trace Italiene,nil, 0,  0.,0,  0a,8d,  5h,1f,  7,0,  1, Env, 000010000000000
Riflemen,      nil, 0,  2.,0,  8a,5d,  2h,3f,  4,0,  1, Csc, 000010000000110
Bombard,       Env, 0,  1.,0,  6a,0d,  2h,1f, 10,0,  0, Gun, 000000001000010
Foot Art.,     nil, 0,  1.,0,  9a,1d,  2h,2f, 12,0,  0, Env, 000000001000010
Horse Art.,    nil, 0,  3.,0,  7a,2d,  2h,2f, 18,0,  0, Env, 000000001000010
Stockade,      nil, 0,  0.,0,  0a,5d,  3h,1f,  5,0,  1, CA,  000010000000000
Imp.Bodyguard, nil, 0,  2.,0,  6a,5d,  2h,1f, 99,0,  0, Stl, 000000000000010
Impi,          nil, 0,  3.,0,  5a,2d,  1h,2f,  5,0,  0, no,  000000000000010
Headhunters,   nil, 0,  2.,0,  4a,1d,  1h,1f,  1,0,  0, no,  000001000000010
Sp. Dragoons,  nil, 0,  4.,0,  6a,2d,  2h,2f,  7,0,  0, Fun, 000000000000010
Steamship,     nil, 2, 15.,0,  6a,6d,  3h,2f,  7,1,  2, Amp, 000000000000010
Caravel,       U3,  2,  8.,0,  2a,2d,  1h,1f,  5,3,  4, Nav, 000000000000000
Galleon,       Ato, 2,  9.,0,  4a,3d,  2h,1f,  8,4,  2, U3,  000000000000000
Line of B'ship,Stl, 2, 10.,0,  7a,6d,  2h,2f,  9,2,  2, Ato, 000000000000000
Frigate,       Stl, 2, 12.,0,  5a,4d,  2h,2f,  6,1,  2, Ato, 000000000000001
Eng. Dragoons, nil, 0,  4.,0,  7a,3d,  2h,2f,  7,0,  0, Min, 000000000000010
Fr. Dragoons,  nil, 0,  4.,0,  7a,3d,  2h,2f,  7,0,  0, Gue, 000000000000010
Conquistadors, nil, 0,  4.,0,  5a,2d,  2h,2f,  8,0,  0, FP,  000000000000010
Berbers,       nil, 0,  4.,0,  5a,2d,  1h,1f,  2,0,  0, no,  000000000000010
War Canoe,     Nav, 2,  6.,0,  1a,1d,  1h,1f, 10,1,  4, Rob, 000000000100010
Armoured Inf,  Aut, 0,  2.,0,  4a,4d,  2h,1f,  9,0,  1, Tac, 000000000000010
Inca Spearmen, Aut, 0,  2.,0,  2a,3d,  1h,1f,  3,0,  1, Cmn, 000000000000010
Pygmies,       nil, 0,  2.,0,  2a,3d,  1h,1f,  1,0,  0, no,  000011000000010
Inca Heavy Inf, nil, 0,  2.,0,  4a,3d,  1h,1f,  4,0,  0, Cmn, 000000000000010
Ambassador,    nil, 0,  3.,0,  0a,0d,  1h,1f, 25,0,  6, Rec, 000000000000010
Crossbowmen,   nil, 0,  2.,0,  3a,4d,  1h,1f,  3,0,  1, Feu, 000000000000010
Trade Goods,   Cor, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  7, CA,  000000000000010
Mule Train,    nil, 0,  3.,0,  0a,1d,  1h,1f,  3,0,  7, Cor, 000000000000010
Pikemen,       Csc, 0,  2.,0,  3a,3d,  2h,1f,  4,0,  1, Cmp, 000010000000110
War Galley,    Ato, 2,  9.,0,  3a,1d,  1h,1f,  4,1,  2, Nav, 000000000100000
F Line Inf,    Csc, 0,  2.,0,  6a,4d,  2h,2f,  3,0,  1, MP,  000000000000110
Arquebusiers,  nil, 0,  2.,0,  4a,1d,  1h,2f,  2,0,  0, Esp, 000000000000010

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Chief,       Princess
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Great Chief, High Princess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,      1,  1, -1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,     1,  1, -1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,     1,  1, -1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,   1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,

;
;   Trading Commodities
;
@CARAVAN
Copper,
Gems,
Textiles,
Wool,
Beads,
Tobacco,
Cotton,
Manufactures,
Wine,
Gold,
Silver,
Spice,
Linen,
Furs,
Whale Oil,
Coal,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Trusting
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Suspicious
Icy
Hostile














